#version 460

layout(location=0) in vec4 vColor;
layout(location=2) in float DepthScale;
layout(location=3) in float Transparency;



layout(location=0) out vec4 outColor;



layout(std140, set=0, binding=3) uniform U_Matrix {
	uint m_Color;
};


#include "../lib/color_build.glsl"

void main(void){
	outColor = vColor;
	outColor.rgb = mix(f_buildColor(m_Color).rgb, vColor.rgb, vColor.a);
	//outColor.rgb = vec3(gl_FragCoord.z);
}



